Satisfactory · Rifle ammunition | Compare
Choose a variant below. Closely related recipes, conditions or opening branches are collected here so you can compare them without moving between almost identical pages.
The version and limits of the original source apply to every entry. Quantities and requirements belong to the named variant; do not add alternative recipes or opening lines together.
These options share a planning task. Their differences stay visible in the individual rows and calculators.
Using this reference
Choose a recipe for Rifle ammunition, then choose the machine that will run it. The per-minute rate uses the recorded output, recipe duration and machine speed. Batch quantities answer how many materials a fixed number of operations consumes; the rate column answers how fast one selected machine processes them.
Increase the target rate to see the number of whole machines needed. Rounding up leaves some nominal spare capacity. This is a direct production step, not a balanced factory: upstream supply, transport and temporary interruptions still need to support the stated rate.
Homing Rifle Ammo
25 per minute · Buildings needed (rounded up): 3
| Source data | Batches | per minute |
|---|---|---|
| − Rifle Ammo | 20 | 50 |
| − High-Speed Connector | 1 | 2.5 |
| + Homing Rifle Ammo | 10 | 25 |
Rates use the selected building at base speed. No modules, beacons, quality, power shortages or overclocking are simulated. Fractional outputs are expected averages, not guaranteed drops.
per minute = Batches × 60 × Production building / seconds per cycle
Homing Rifle Ammo · 24 Seconds
Rifle Ammo × 20 + High-Speed Connector × 1 → Homing Rifle Ammo × 10
Station: Assembler
A worked example
Suppose you want 31 × Homing Rifle Ammo. This recipe produces 10 per operation, so you need 4 operations. That produces 40 in total, leaving 9 extra. The direct material list is Rifle Ammo × 80 and High-Speed Connector × 4.
Check the source ↗ · 1.0 snapshot
Turbo Rifle Ammo
250 per minute · Buildings needed (rounded up): 1
| Source data | Batches | per minute |
|---|---|---|
| − Rifle Ammo | 25 | 125 |
| − Aluminum Casing | 3 | 15 |
| − Turbofuel | 3 m³ | 15 |
| + Turbo Rifle Ammo | 50 | 250 |
Rates use the selected building at base speed. No modules, beacons, quality, power shortages or overclocking are simulated. Fractional outputs are expected averages, not guaranteed drops.
per minute = Batches × 60 × Production building / seconds per cycle
Turbo Rifle Ammo · 12 Seconds
Rifle Ammo × 25 + Aluminum Casing × 3 + Turbofuel × 3 → Turbo Rifle Ammo × 50
Station: Blender
Turbo Rifle Ammo · 12 Seconds
Rifle Ammo × 25 + Aluminum Casing × 3 + Packaged Turbofuel × 3 → Turbo Rifle Ammo × 50
Station: Manufacturer
A worked example
Suppose you want 151 × Turbo Rifle Ammo. This recipe produces 50 per operation, so you need 4 operations. That produces 200 in total, leaving 49 extra. The direct material list is Rifle Ammo × 100, Aluminum Casing × 12, and Turbofuel × 12.
Check the source ↗ · 1.0 snapshot
Rifle Ammo
75 per minute · Buildings needed (rounded up): 1
| Source data | Batches | per minute |
|---|---|---|
| − Copper Sheet | 3 | 15 |
| − Smokeless Powder | 2 | 10 |
| + Rifle Ammo | 15 | 75 |
Rates use the selected building at base speed. No modules, beacons, quality, power shortages or overclocking are simulated. Fractional outputs are expected averages, not guaranteed drops.
per minute = Batches × 60 × Production building / seconds per cycle
Rifle Ammo · 12 Seconds
Copper Sheet × 3 + Smokeless Powder × 2 → Rifle Ammo × 15
Station: Assembler
A worked example
Suppose you want 46 × Rifle Ammo. This recipe produces 15 per operation, so you need 4 operations. That produces 60 in total, leaving 14 extra. The direct material list is Copper Sheet × 12 and Smokeless Powder × 8.
Check the source ↗ · 1.0 snapshot
Game and item names below retain the source’s English identifiers so you can find them in the linked documentation.